企业经营模拟游戏简介

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The interaction of the functional entities of the system is described with symbols, words, and mathematics.
模擬範例
WITNESS Simulation Model of loading factory youtube/watch?v=G7gs2nhJ-4w
管理競賽與學習遊戲都是「做中學」的體驗式學習。兩者 皆可歸類為模擬,是管理教育中真正能夠提供學生實作訓 練機會,跨越知與行的障礙的教學方法。
競賽
Gaming consists of “interactions among players placed in a prescribed setting and constrained by a set of rules and procedures” (Hsu, 1989)
Springer-Verlag, New York, NY.
模擬Байду номын сангаас
Using a symbolic model, computer simulation attempts to replicate the characteristics of the system through the use of mathematics or simple object representations.
經過長達十年時間的實際教學與不斷地改進,同時每年 都舉辦多次的全國性競賽,使這套系統的架構漸臻完善。 透過 BOSS 互動及模擬式的教學方法,能讓學員於寓教 於樂中熟悉企業經營之整體理念,並了解企業經營之競 爭過程
資料來源:特波國際股份有限公司 top-boss.tw/joomla/index.php?option=com_content&task=view&id=19&Itemid=60
This interaction that excludes acting, can also include “competition, cooperation, conflict, even collusion” (Hsu, 1989)
Games of this type are thought to have originated in China around 3000 BC from Wei Chi, the precursor of chess (Hsu, 1989) or from Wie-Hai, a Hindu game (Wilson, 1968)
simulation is the act of immersing the trainee in the simulator
資料來源:Hays, R.T. and Singer, M.J. (1989), Simulation Fidelity in Training System Design: Bridging the Gap Between Reality and Training,
國內的發展
國內目前以企業營運模擬系統 ( BOSS: Business Operations Simulation System )為主要的商業化產品
國立政治大學企業管理研究所教授吳思華與光華策進基 金會於一九八四年合作發展的一套軟體,參考R. C. Henshaw & J.R.Jacson 於1973年發表之“Executive Game” 所研發
經營競賽教學法優缺點
相較於課堂講授法與個案討論法,經營競賽教學法或管理 競賽無疑是更接近實作(learning by doing)的教學方法,可 以提供那些已具備各功能部門基本知識的企管系學生一個 非常逼真的綜合應用練習
因為經營競賽在設計上模擬企業的總體運作,較適合已修 完大部分企業管理課程的高年級學生或由各有專長的學生 組隊合作,而且競賽過程是正式的、理性的、嚴肅的,不 但無法在一般的管理課程中作為輔助的學習活動,也不如 簡單明確的學習遊戲能夠引起學生動機
Webots simulation of two Katana robots in a factory youtube/watch?v=3u3O6PPGNGk
企業經營競賽範例
JA Titan | Business Simulation
youtube/watch?v=FytZCvJhWUc&feature=related
Simulation and Simulators的差別
“a simulator is a complex device that provides a highly realistic simulation of the operational situation and provides a situation adequate for practicing and maintaining previously acquired skills”,
These games were militarily oriented. Winning occurred when one’s opponent was defeated through the eradication of his or her armies.
資料來源: 1. Hsu, E. (1989). Role-event gaming simulation in management education: A conceptual framework and review. Simulation & Gaming, 20(4), 409–438. 2. Wilson, A. (1968), The Bomb and the Computer: Wargaming from Ancient Chinese Mapboard to Atomic Computer, Delacorte, New York, NY.
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